Time Nick Message 14:47 MTDiscord cheapie, how do you display custom images on digiscreens? 15:21 MTDiscord see https://cheapiesystems.com/git/digiscreen/tree/init.lua#n79 (digiscreen.recompress) 15:22 MTDiscord thats not what i meant 15:22 MTDiscord oh 15:22 MTDiscord i wrote a python script that transforms a png image into digiscreen data but i want to know how cheapie did it 15:22 MTDiscord oh ok 17:01 Bombo hi, how does one fix this kind of warning? 'WARNING[Main]: Item definition table was reused between registrations. This is unsupported and broken: skinsdb:character558png' 17:03 [MatrxMT] Bombo: perform a `table.copy` before registering the next item. 17:03 [MatrxMT] Is this your own mod or just one you have installed? 17:04 Bombo i just installed skinsdb 17:06 [MatrxMT] the error message would only have become visible in 5.12, see https://github.com/luanti-org/luanti/issues/15953 17:07 [MatrxMT] it looks like something you should report to SkinsDB https://github.com/minetest-mods/skinsdb/issues (check that it isn't already reported) 17:07 Bombo yep using 5.12 17:10 sfan5 I can't find where skinsdb even registers any nodes or items 17:11 [MatrxMT] Bombo: Do you maybe have other mods, like one that adds representations of people's skins as nodes, like armour stands? 17:13 Bombo i'm not sure 17:13 Bombo how do i find out` 17:15 [MatrxMT] Go to the main menu. Select the world that's giving the error. Disable all the mods except SkinsDB. See if you still get an error 17:17 Bombo no warnings with just skinsdb, enabling mods on by one 17:35 MTDiscord sfan5: https://github.com/search?q=repo%3Aminetest-mods%2Fskinsdb%20register_node&type=code 17:36 MTDiscord it registers nodes for custom hands 17:36 sfan5 oh 17:37 MTDiscord yes, its an epic waste of nodes, but also the engine doesnt provide any saner method 🤷 17:37 sfan5 Bombo: in that case all you need to do is update your mod 17:37 sfan5 !cdb skinsdb 17:37 [MatrxMT] worse uses of nodes exist: e.g. moreblocks 17:37 [MatrxMT] textureoptions for nodes would help... 17:37 MTDiscord moreblocks has a point, skinsdb is literally wasting node defs for cosmetics. the engine should provided a better api 17:38 sfan5 !cdb 17:38 Bombo it started when i enabled https://github.com/ElCeejo/animalia 17:38 MTDiscord better hud api or whatever 17:38 sfan5 wasn't this a thing 17:38 sfan5 !mod skinsdb 17:38 MinetestBot urllib.error.URLError: (file "/usr/lib64/python3.11/urllib/request.py", line 1351, in do_open) 17:38 sfan5 🙃 17:38 Bombo i started enabling from the bottom ;) 17:39 sfan5 wsor4035: I guess the hand should be allowed to simply be mesh 17:39 Bombo i just git cloned it, but still 17:40 Bombo (cloned skinsdb too btw) 17:40 MTDiscord sfan5: perhaps, havent thought far enough as to what would be a good api, just that nodes aint it :p 17:40 MTDiscord the hand inventory is great tho for custom tool defs, etc 17:41 [MatrxMT] inspector gadget with all these arms 17:42 sfan5 for display purposes that is, the digging stuff still needs to come from a hand item 17:42 sfan5 the dig parameters could however too just be an ad-hoc definition that the server sends 17:42 sfan5 an item like that doesn't have to actually exist 17:43 Bombo WARNING[ServerStart]: Item definition table was reused between registrations. This is unsupported and broken: default:pine_tree 17:43 Bombo farming:desert_sand_soil 17:43 sfan5 which mod did you last enable? 17:43 Bombo and lots of others 17:44 MTDiscord thinking a little bit, didnt the inventory bar, or some other stuff get made into proper hud elements accessible via api in the last few versions? probably should make the hand a hud element if it isnt already and modification via that 17:44 sfan5 it sounds like whatever it is is messing with the registration process quite heavily 17:44 Bombo animalia 17:44 Bombo animalia + creatura 17:45 Bombo i started a new world just with animalia + creatura (minetest_game) i get lots of these warnings 17:46 Bombo but not much skinsdb: hmm 17:46 [MatrxMT] that's very strange, because when I `grep` for `skinsdb` inside of creatura or animalia's source code, I get nothing 17:47 MTDiscord http://github.com/luanti-org/luanti/pull/14321 in 5.10 is what im recalling 17:47 sfan5 i don't think animalia is doing anything to skinsdb 17:47 sfan5 specifically 17:47 Bombo skinsdb is disabled now 17:47 sfan5 rather it's doing something fishy to all nodedefs 17:48 [MatrxMT] it is doing something very strange: api/mob_ai.lua 17:51 Bombo https://github.com/ElCeejo/animalia/issues/120 17:52 Bombo but elceejo is rarely fixing thigs 17:52 [MatrxMT] oh, I can see why that causes the problem 17:53 sfan5 looks like they're using register_node instead of override_item 17:53 [MatrxMT] the `def` in the function isn't reused between runs of the loop, but it IS a re-use of the original definition table 17:54 sfan5 this won't cause any bugs but is needlessly weird 17:54 [MatrxMT] override_item should have been used 17:59 Bombo just s/register_node/override_item/ ? 17:59 [MatrxMT] should work, yes 18:00 Bombo ERROR[Main]: ModError: Runtime error from mod 'animalia' in callback on_mods_loaded ... Attempt to redefine name of :default:pine_tree to "default:pine_tree" 18:00 [MatrxMT] `core.override_item(name, def)` then 18:01 [MatrxMT] removing the : prefix 18:02 Bombo core.override_item(name, def) 18:02 Bombo Attempt to redefine name of :default:pine_tree to "default:pine_tree" 18:03 sfan5 try this https://0x0.st/8ng_.txt 18:06 Bombo yep fixed it but a new warning: WARNING[ServerStart]: Undeclared global variable "groups" accessed at .minetest/mods/animalia/api/mob_ai.lua:57 18:08 [MatrxMT] did you forget to type `local` in front of groups? or did you paste the code? 18:09 Bombo sry my fault 18:10 Bombo works 18:10 Bombo thx sfan5 :) 18:13 Bombo more warnings during runtime now: WARNING[Server]: Reading initial object properties directly from an entity definition is deprecated, move it to the 'initial_properties' table instead. (Property 'physical' in entity 'animalia:tropical_fish') 18:13 [MatrxMT] I think that's been deprecated for longer than since 5.12 18:14 [MatrxMT] It's pretty much expected that a lot of mods which haven't been updated will be getting deprecation warnings when they launch 18:14 [MatrxMT] and sometimes ongoing 18:15 [MatrxMT] a migration guide would be good 18:17 MTDiscord i have started such a guide locally. quite a few warnings are imo self explanatory though, like this one. 18:18 Bombo WARNING[Server]: Deprecated call to get_bone_position, use get_bone_override instead api/api.lua:121 18:18 [MatrxMT] https://appgurueu.github.io/2025/02/20/breaking-bones.html 18:18 Bombo i dont see any 'physical' in https://github.com/ElCeejo/animalia/blob/main/mobs/tropical_fish.lua 18:19 MTDiscord oh... i don't think you can easily solve that warning 18:20 MTDiscord Blockhead256: actually that's a bit of another thing, the blog article is about something else. that warning is just about "get_bone_position", which was superseded by "get_bone_override". 18:21 Bombo the initial_properties or the get_bone_position one? or both 18:21 [MatrxMT] right.. I found it in my firefox history but noticed it didn't mention that function 18:22 Bombo s/get_bone_position/get_bone_override/ seems to have worked ;) 18:22 MTDiscord Bombo: the initial properties one 18:23 MTDiscord Bombo: no, it's not that simple, it's not just a rename, the new function is different 18:23 MTDiscord it expects the data in a slightly different format 18:29 Bombo mkay 18:35 Bombo https://github.com/ElCeejo/animalia/issues/121 18:37 Bombo https://github.com/ElCeejo/animalia/issues/122 18:56 Bombo ERROR[Main]: The following mods could not be found: "mesecons_doors" 18:56 Bombo where did they go? ;) 19:07 Krock Bombo: just as I predicted. https://github.com/minetest-mods/mesecons/pull/700/files#r1938296164 (it was removed) 19:28 kyle56 i just had a thought... should the .mts schematic file thingy be changed to like .ls or soemthing? has anyone discussed that? 22:25 cheapie thresher09: I use https://gist.github.com/cheapie/e4edc2ea274750c235c984d972703803 but everyone seems to have their own 22:27 MTDiscord does this split up an image between multiple digiscreens? 22:28 MTDiscord here is mine (not sure if you can see this from irc) 22:28 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1397706885632888974/pictureconversion.py?ex=6882b379&is=688161f9&hm=c5b85734ceace08f464400c9905760276ac663b3227273ebce3afd235c4104a3& 22:28 gideonstar Hi. I'm wondering if it's possible to get mined and newly built blocks to renew their surface so that, for example, the grass texture can be seen again on the ground. 22:29 cheapie I can see that, yeah. Mine doesn't split it, I usually load it into the GPU as one big image (up to 64x64) and then split it using the GPU 22:30 cheapie gideonstar: Depends on the game, but if you're playing MTG then grass does spread from grass onto nearby dirt (given enough light, I think) 22:30 gideonstar I don't mean the grass that can be harvested, but the texture on the dirt blocks. 22:31 cheapie Right, at least in MTG default:dirt will turn into default:dirt_with_grass after a while under those conditions. Other games will vary, it would be helpful to know which one you're playing 22:32 gideonstar Server says "gameid = minetest" so I guess it's MTG ;) 22:32 * cheapie nods 22:33 gideonstar Ah, I can see the difference in my debug messages (F5): default:dry_dirt and default:dry_dirt_with_dry_grass. But it doesn't seem to regrow here. 22:34 cheapie Ah, so dry grass, not just grass. That might be different, let me look 22:36 cheapie It looks like dry grass should do the same, of course only spreading from other dirt with dry grass 22:36 gideonstar Ah, I see. Okay, I'll give it some time. Thank you. 22:36 cheapie Putting dry grass (like the node that's *just* the grass) looks like it might turn the dirt into dirt with dry grass after some time as well 22:38 gideonstar Maybe I'm just too impatient ;) 22:38 cheapie Possibly, it should take a few minutes on average, but it only counts if you're near it, and there is a random element so you might just be unlucky 22:39 gideonstar I have a second client that I can put there ^^ 22:49 gideonstar In mods/default/functions.lua 612 there is the code for dirt. But there is none for default:dry_dirt 22:51 gideonstar Of course, one could say that this is normal behaviour for dry dirt ^^ 22:53 cheapie Ah, I missed that you had dry dirt too 22:53 cheapie In which case, yes, I would say that not growing anything is at least realistic :P